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cosmoteer-pressure-relief-r…/README.md
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TotenKnopfandClaude Fable 5 68af02fb3f docs: v4.0.0 confirmed in game; drop wrong crew claim
Radiators carry no crew; CommandConsumer is command points. Status
section records the in-game confirmation of all four behaviours.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_011oLWY1G6S8U35bi2FxVWni
2026-08-29 01:49:42 +02:00

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Auto Radiator

A Cosmoteer mod. Radiators stop dumping heat the ship still wants.

The problem

Thermal Canister Missiles are built from the ship's own heat. The game says so itself, in Data/strings/en.rules:

Manufactures guided Thermal Canister Missiles that take thermal energy from their own ship's heat pipe network and inflict it upon the target.

The launcher charges each missile from the heat network — HEAT_PER_MISSILE = 8500, two missiles buffered per launcher. A radiator pulls from that same network, through a component that is behaviourally identical to the launcher's:

Radiator Thermal launcher
Type NetworkResourceOutput NetworkResourceOutput
Mode DistributeProportionallyByAvailable DistributeProportionallyByAvailable
Categories [ thermal_storage ] [ thermal_storage ]

Data/ships/priorities.rules defines priorities for crew and supply only — nothing for heat. So the two compete flat, proportionally, and a radiator running constantly is spending your ammunition to make steam.

Why holding heat is safe

Heat storage being full does not hurt you. Damage comes only from overflow. Every overclocked part routes its heat through this (Data/ships/base_part_overclock.rules):

HeatDistributionStorage
{
	Type = MultiResourceStorage
	ResourceStorages = [NetworkHeatInput, OverflowHeatStorage]
	AddMode = InOrder
}

InOrder means the network is tried first, and OverflowHeatStorage only receives what the network refuses. Overflow then applies the cosmoteer.heat status to the producing part's own tiles.

From Data/statuses/heat/heat.rules, that status does nothing whatsoever below 350 per tile (RequireValueRangeForTick = [350, Infinity]). Fire chance ramps from 350 to 2500; thermal damage begins at 700.

An overclocked large reactor produces 2750 heat/sec over its 4×4 footprint — about 172 status/sec per tile while fully overflowing, so roughly 2 seconds of continuous, total overflow before fire risk even arms. Radiators react within 0.5 s (HeatDissipationConverter { Interval = 0.5 }).

With 5% of one thermal battery (750 status heat) left when venting starts, one overclocked large reactor takes about 0.27 s to consume it, against a 0.5 s radiator reaction time — so the overshoot lands well under the 350-per-tile threshold at which anything begins to happen. Holding the network near full is safe with a wide margin, and headroom given up beyond that is ammunition thrown away for nothing.

The genuine constraint is not the threshold. It is total radiator throughput (1100/sec each) versus sustained generation. If you are short on radiators you overflow continuously and no threshold value saves you.

What the mod does

The radiator's own on/off switch picks a mode:

  • ON — vanilla. The radiator vents constantly. You want the heat gone.
  • OFF — bank heat. The radiator idles while the heat network has room and vents only when it is nearly full: vent while less than 5% of the network's heat storage is free, hold again once 10% is free (a deadband so radiators do not chatter). The ship never overflows heat onto its own parts, and thermal batteries stay topped up as a deep missile reserve.

The radiator measures the network itself, with a bare NetworkResourceInput — the same component an overclocked part pushes its heat through (base_part_overclock.rules: NetworkHeatInput), so it sees exactly what a producer sees. Both thresholds are named constants in components/radiator_auto.rules.

The design is fail-safe: idling requires positive evidence that the network has room to spare. Anything missing, disconnected or unmeasurable ends up venting, which is vanilla behaviour.

On one thermal battery (15000 status heat) 5% free is 750 of headroom. An overclocked large reactor fills that in ~0.27 s against the radiator's 0.5 s interval, so the worst overshoot is ~45 heat per tile, an order of magnitude under the 350 where anything starts to happen. More storage means more absolute headroom at the same percentage.

No stat or number is changed. Only when radiators run.

Layout

mod.rules                              manifest + patch actions
components/radiator_auto.rules         measures network headroom, gates the radiator
tests/                                 offline validation suite
tools/dotnet_enum.py                   reads component schemas out of Cosmoteer.dll
tools/ildump.py                        disassembles component methods to readable CIL
install.sh                             validate + copy into the Mods folder

Install

./install.sh

Then enable Auto Radiator in the game's Mods menu. ./install.sh --uninstall removes it. If the script cannot find your Mods folder, set COSMOTEER_MODS_DIR.

Tests

python3 tests/test_mod.py

Cosmoteer applies mod actions to vanilla data at load time. Some mistakes crash the game on startup — an unresolvable path, a misspelled component Type — and the suite catches those by parsing the installed game's .rules tree offline.

The more dangerous mistakes do not crash anything. They load perfectly and silently do nothing; see Status below for the four this project hit and the guard for each. The suite also self-checks its own parser against known vanilla facts first, so a broken parser fails loudly instead of passing everything.

Set COSMOTEER_DATA to point at a different install, and COSMOTEER_ASSEMBLY for the schema checks.

How to tell it is working

Switch a radiator OFF with heat storage low. It shows the "powered off" indicator and no steam plume while the network fills. As the heat gauge nears full the plume starts and the gauge stalls around 90–95%, with no overheat warning. Fire missiles, the gauge drops, the radiator goes quiet again.

Switch it ON and it runs constantly, exactly as in vanilla.

Status

Confirmed working. Against game 0.30.4c on 2026-08-29, v4.0.0 in a real fight: radiators switched OFF idle while the network fills, vent as it nears full, the ship never overheats, and they go quiet again once missiles drain the reserve. Switched ON they vent constantly, as in vanilla.

Earlier builds required a launcher to broadcast "thermal ammo in use" over the heat network, which worked at load but did not follow the ammo selection live. The player's switch expresses the intent more directly, so the broadcast was removed in v4.0.0 and OFF now means "bank heat".

What the assembly says

Nothing about these components is documented, and guessing cost six builds. tools/ildump.py disassembles Cosmoteer.dll, and three methods settle how the measurement actually works:

  • PartThresholdToggle.OnAmountChanged: IsToggleOn = (Value >= MinAmount && Value <= MaxAmount) != Invert. Plain floats. There is no percent logic — 88% in a .rules file is simply 0.88.
  • BaseResourceStorage.get_Value: Lerp(ProvidedValueRange, Resources / MaxResources) + Resources × ProvidedValuePerResource. The default range is [0, 1], so a storage's value is its fill fraction. That is why vanilla can write MaxAmount = 88% against a network-wrapped HeatStorage (resonance_beam_turret.rules).
  • PartNetworkResourceInput.get_Value: Lerp(ProvidedValueRange, 1 − Resources / MaxResources), where Resources is the connected sinks' used capacity and MaxResources their total. So its value is the free fraction of the network, and 0 when nothing is attached.

v2.1.0 compared that 0..1 free fraction against 2000000. "Space low" was therefore permanently true, radiators always vented, and the mod was a no-op with a clean load. v2.0.0's failure was elsewhere, in a battery-to-radiator broadcast chain that v2.1.0 had already removed.

Silent failures and their guards

Every build so far loaded without a single error. Cosmoteer reports none of these, so each has a mutation-verified test:

Silent failure Guard
NetworkToggle / NetworkToggleReceiver carry no signal on a physical ship (every vanilla use sets IncludeInPhysical = false) test_no_blueprint_only_signal_types, plus test_vanilla_marks_those_types_blueprint_only so the premise cannot go stale
A field name that does not exist in the component's real schema is ignored rather than reported test_component_fields_exist_in_schema, read from the assembly's own metadata (ALL_CAPS local constants exempt, the vanilla convention)
A network component no route reaches never attaches, and reads as absent forever test_network_components_are_routed
An Overrides value naming a component that is not there reverts the gate to nothing test_override_values_name_real_components
A threshold on a fraction-valued source compared against an absolute number is permanently on or off test_threshold_amounts_match_value_scale

Routing was the cause of the first three builds doing nothing. A network component is only attached if a route reaches it: the part's NetworkPort anchors on one component, and a NetworkRouter bridges that anchor to every other network component on the part. That is how vanilla connects the radiator's own NetworkedThermalDissipationLoadValue, and how the amplification pump reaches the resonance beam turret. Many parts ship no router at all.

Tools

tools/dotnet_enum.py reads component schemas and enum members straight out of Cosmoteer.dll with no dependencies:

python3 tools/dotnet_enum.py /path/to/Cosmoteer.dll PartThresholdToggleRules
python3 tools/dotnet_enum.py /path/to/Cosmoteer.dll MultiToggleMode

tools/ildump.py goes further and disassembles methods, resolving calls, fields and strings to names. It needs dnfile and dncil (pure Python; set ILDUMP_PKGS to a directory of unpacked wheels if they are not installed):

python3 tools/ildump.py /path/to/Cosmoteer.dll PartNetworkResourceInput get_Value
python3 tools/ildump.py /path/to/Cosmoteer.dll BaseResourceStorageRules .ctor

Version 1.4.0 in the git history carries a probe build that makes a radiator report its own internal state through indicator icons, if this ever needs debugging again.

Possible additions

  • A third switch position (ON / BANK / OFF) so a radiator can be fully disabled, which needs a new ChoiceID wired into Data/gui/game/parts/part_toggles.rules.
  • Exposing the 5% / 10% band in the game UI rather than as file constants.